Those artifacts look like duplicate vertexes with normals pointing different directions, ideally, for smooth shading wou'd want to break up the mesh on each facet of the model (ie: have all vertexes from the star pointing up, the other side pointing down and each side pointing perpendicular to each rectangle). In Blender you'd use the edgesplit modifier since even without the duplicate vertexes that star would look really ugly with automatically computed normals and smooth shading.
On Tue, Dec 15, 2015 at 10:21 PM, Cirilo Bernardo <[email protected]> wrote: > Hi folks, > > I've added 3D per-vertex normal calculations to the 3D model plugins > but I'm calculating bad figures as seen in the *.wrl file below and a > corresponding render from view3dscene: > > https://drive.google.com/file/d/0By_XTJN-s8aXX3pCeFhWbTZNYWs/view?usp=sharing > > https://drive.google.com/file/d/0By_XTJN-s8aXSmNEMlhOblRlLUE/view?usp=sharing > > Does anyone have some idea what I could be doing wrong to get such artefacts > in the image? I would like to fix my per-vertex normals calculation as it's > meant > to be a tool to help 3D plugin developers create normals lists in cases > where > the model does not provide the information. > > - Cirilo > > _______________________________________________ > Mailing list: https://launchpad.net/~kicad-developers > Post to : [email protected] > Unsubscribe : https://launchpad.net/~kicad-developers > More help : https://help.launchpad.net/ListHelp > _______________________________________________ Mailing list: https://launchpad.net/~kicad-developers Post to : [email protected] Unsubscribe : https://launchpad.net/~kicad-developers More help : https://help.launchpad.net/ListHelp

